TRL - Weapon Descriptions

This document will describe the weapons technologies used in the TRL scenarios.

Small Arms

Throughout history, man's ability to cause damage has exceded his ability to protect himself. This remains true in the time of the TRLs. "Small Arms" are loosely defined as military-grade weapons used by infantry. The typical weapon weighs more than 10 kg unloaded, and fires a 40mm-60mm sub-munition pack. At short ranges, these warheads are capable of tearing through even the heavy armor found on TRLs. While the impact tends to attenuate with range, and the range is short compared to vehicle mounted weapons, infantry wearing powered armor (and in some cases militia units without it!) are still a threat on the modern battlefield.

Support Weapons

Support weapons are heavier versions of the types of weapons classed as Small Arms, usually with a higher sustained rate of fire. Just as deadly at short ranges, the support versions of infantry weapons (note that these are also mounted on vehicles as anti-personnel and close defense weapons) have longer ranges and hit a bit harder. Militia units and other infantry without powered armor are not capable of using these larger guns.

R.A.M. Packs (Rocket Assisted Mortars)

RAM units provide infantry elements with limited, short range, artillery capability. The RAM units rapid-fire cluster munitions at a high trajectory over longer ranges than are possible for small arms or support weapons. RAM units tend to be relatively heavy, and expend munitions quickly giving them limited usefulness on the battlefield. Most RAM equipped units also carry smoke rounds for the launchers.

Cannons

Cannons are the primary weapon used on most scout and combat vehicles. Eg., tank guns. Varying in calibur and power, most modern cannons use magnetic coils to fire hyper velocity depleted uranium penetrators. While relatively slow to fire, cannons have excellent range and pack a heavy punch. Because the penetrators are primarily designed to punch through heavy armor, cannons have limited effect against infantry units.

Artillery

Artillery units fire self-guided munitions over long ranges. Most units are capable of launching pinpoint accurate penetrators or wide-area high explosives. Some units are also capable of launching smoke rounds which can obscure visual target aquisition. Artillery units are not capable of moving while calcutating trajectories and firing, but can engage targets over extremely long ranges.

Missiles

Many units carry fire-and-forget self-targeting missiles on the modern battlefield. Ranging from light missiles capable of being carried by powered armor and light hovercraft to massive ones mounted on heavy tracked vehicles, missiles are a definite threat to any target that they are launched against. Like artillery units, units firing missiles must remain stationary for a brief time in order to set target parameters and initiate launch. Once fired, the missiles will track on their own, flying nap-of-the-earth, eventually homing in on their intended targets. Missile unit's biggest draw-back is their limited ability to carry sufficient ammunition. This has relegated missile units to support roles, rather than making them efficient main battle elements.

Many TRL units also carry missile batteries capable of ripple firing a salvo of heavy missiles at a target area. While still limited for general use because of a lack of ability to carry sufficient stores of ammunition, and the fact that the TRL unit has to stop to fire them, the TRL Ripple Launchers still provide a massive, long-range punch to TRL units.

Infinite Repeaters

Infinite Repeaters wered designed to give TRL units enhanced anti-personnel and close support capabilities. The units are typically designed like a chain gun, using magnetic coils to fire thousands of depleted uranium flechettes per second at the target. Infinite Repeaters tend to shred the target, rather than "penetrate" it like a cannon would. Infinite Repeaters are somewhat limited in range and effect against heavily armored targets, but do provide excellent results when fired against light units and infantry. At short ranges, they are capable of destroying heavy tanks and damaging TRL units. A light version of the Infinite Repeater was developed by the NAA for use on a support hovercraft, but because of design restrictions, it has even more limited range and doesn't carry a great deal of ammo. TRL units are large enough to carry sufficient flechettes for almost any engagement.

Hellbores

Hellbores fire a bolt of magnetically shielded, phased plasma. These weapons are more accurate, and hit harder than even the heaviest of Cannons. Only TRLs and emplacements can generate sufficient power to fire such a weapon. Early tests on heavy tanks met with limited success... mainly because firing the weapon tended to kill the crew and fry most battlefield electronics. TRLs possess heavy enough electromagnetic shielding to allow them to use Hellbores without causing themselves damage. Because Hellbores are powered from the TRLs main powerplant, as long as the TRL not dead, it cannot run out of "ammo". On most TRL units, the Hellbore is the primary combat weapon.